HOW Resolve the problem (skin not showing on next gen, flashlight problem) Open feditFind the pip boy skin mod etcDrag the pip boy line from SX (fallout vanilla) to DX the last mod--You might be able to fix it by changing the following on the Pip-Boy in the "Armor" section of the pip-boy flashlight esp using FO4Edit. All it takes is some clicking and dragging values from Fallout4.esm. No idea why that mod alters the pip-boy so much, it even renames it!
Revert the "Preview Transform" to the Vanilla value (ArmorArm)Revert the Male and Female world models to the Vanilla value (Props\PipboyMiscItem\PipboyMisc01.nif)Revert the "KWDA - Keywords (sorted)" to the Vanilla value (cc_ma_PipBoy_Texture)Revert the "APPR - Attach Parent Slots" to the Vanilla value (cc_ap_PipBoy_Texture) Save the esp and it should show up in the workbench now
I apologize in advance but could someone explain like I'm 5 how to use this? I've never used Robco Patcher before, installed it just for this, and it's not working. Do I need to do something in FO4edit?
this mod doesnt seem to work I know I have robco patcher installed correctly because it works for the couple other mods I have that use it but for some reason the pipbpy no longer shows up in the workbench
1. Do you have RobCo Patcher set up correctly? 2. Do you have any other mods that might affect the Pipboy? To be precise, any plugins that edit the record ARMO:00021B3B?
Yeah, a quick peek into the Tactical Flashlights mod tells me that its .esp plugins shouldn't be interfering with this mod.
If anyone else has similar problems, I would appreciate a follow-up (preferably in the bug report section) with below information: 1. If RobCo Patcher is set up correctly 2. If Pip-Boy Flashlight.esp from Pip-Boy Flashlight (which this mod tries to fix) is active 3. If any other plugins have conflicts with the record ARMO:00021B3B (you'll need to use FO4Edit and have all your active plugins loaded)
I understand that you might as well be fixing the problem yourself at that point, but I'm afraid I won't have much luck helping otherwise.
19 comments
Open feditFind the pip boy skin mod etcDrag the pip boy line from SX (fallout vanilla) to DX the last mod--You might be able to fix it by changing the following on the Pip-Boy in the "Armor" section of the pip-boy flashlight esp using FO4Edit. All it takes is some clicking and dragging values from Fallout4.esm. No idea why that mod alters the pip-boy so much, it even renames it!
Revert the "Preview Transform" to the Vanilla value (ArmorArm)Revert the Male and Female world models to the Vanilla value (Props\PipboyMiscItem\PipboyMisc01.nif)Revert the "KWDA - Keywords (sorted)" to the Vanilla value (cc_ma_PipBoy_Texture)Revert the "APPR - Attach Parent Slots" to the Vanilla value (cc_ap_PipBoy_Texture)
Save the esp and it should show up in the workbench now
when active the third person model is over-written with the vanilla pip-boy
2. Do you have any other mods that might affect the Pipboy? To be precise, any plugins that edit the record ARMO:00021B3B?
If anyone else has similar problems, I would appreciate a follow-up (preferably in the bug report section) with below information:
1. If RobCo Patcher is set up correctly
2. If Pip-Boy Flashlight.esp from Pip-Boy Flashlight (which this mod tries to fix) is active
3. If any other plugins have conflicts with the record ARMO:00021B3B (you'll need to use FO4Edit and have all your active plugins loaded)
I understand that you might as well be fixing the problem yourself at that point, but I'm afraid I won't have much luck helping otherwise.
thanks for this